Kristov -
Your comparing apples to oranges in a way. An FPS to an RPG. The two dont really mix when comparing death penalties. One is a "match" scenario and the other is a quest.
Match is an all out fight to the end. A quest is a series of stories you follow to completion.
But regardless, CS was successful for many reasons other than the death penalty. Thats like saying the Ferrari is one of the most popular cars because of its leather seats. By that reasoning I should be able to make a 1970's gremlin as popular as the Ferarri right?
Your comments and comparison where an interesting read as it raised a valid point. Your comment on my knowledge was uncalled for and was ignored. I said in the beggining were I got my knowledge and wont say much beyond that because I dont want it to seem like I am trying to be a know it all expert because I am not. Irregardless of my knowledge it should not matter when starting a discussion on a game mechanic that I think could be improved. Doesn't mean it should be, will be, or that it can be based on anything I said. Its something I see and this is my opinion. Thats all. If I came out here and starting quoting my knowledge or where I go to school or where I got trained people would say I am being rude, if I dont say it people think I dont have enough knowledge. Theres a catch 22 if I ever saw one.
I am willing to concede that you should not be able to jump back at part 4 if you fail. The reasons offered were reasonable as people run part 1 - 3 anyway for the crafting. BTW the fact that the crafting portion can only be done by completing a quest is also a slight flaw, but not one I disagree with. That adds risk VS reward. If I want to craft my high end weapon i need to earn it. I agree with that.
I think I can sum up the best ideas I have seen in this discussion.
Its hard to tell if most people like the penalty box or not. Some say its a challenge and reasonable one. Those who say this seem to also say that the Shroud was designed as quoted by turbine to be only for the power players. I have seen a lot of quotes from turbine and maybe I missed that part. If that is the case then that is also a flaw. You dont design with only one type of player in mind. You can, but it should be specifically stated as such.
My opinion I dont think the shroud is just for power players. I dont think any raids are.
the shroud is the most funnest raid I have ever had to flag for because the quests were fun.
When asked it was actually very difficult to find flaws in the shroud but if I had to point to one I would say it is the penalty box. Reason 1: It takes the player out of the fight. You want the player involved and to get the "light through the window syndrome" They get on the computer at night and play till morning without noticing it.
Reason 2: Taking away a mechanic ( ressing ) with little or no explenation as to why other than to add challenge is an improvement that I see. Challenges are good to have but there are ways to make them for different people and different play styles. This essentially other than healing takes the cleric out of the equation. IN many other fights the cleric has a way to control the fight and keep it going by learning skills in keeping people alive and bringing them back to life when dead. This makes them valuable.
Its not that big of a deal and not one that would make me stop playing the shroud but Turbine asks for our opinion and this is one I wanted to give because thats all it is, an opinion. People have a right to agree or disagree.